Comparing that with the ISU-152 and the other official cards the numbers seem fair. I knocked it down cost wise to 30, figuring the stronger Late-Tiger was at 33. Looking at the Early Tiger's 4-5-2-7 for only 29 points, makes me want to cut it down to 28pts cost.

The other thing I loath to put on is the Slow, raw speed it's at Churchill levels, but then again, cross country with a poor engine+transmission along with its slow turret rotation, I can understand the mobility hit here more than any other.

Any wisdom from the crowd is very appreciated and the card is easily editable!

For the most part it looks good. Reports suggest that the KV-2 was a tough beast and could take a lot of punishment despite its high profile making it an obvious target.

One point that might considered, though. Some sources say that the oversized turret could have difficulty traversing unless on flat ground. I'm not sure how this could be dealt with in game terms but it is certainly something to consider.

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What a night though it's one of seven,What a night for the dancing deadWhat a night to be called to heavenWhat a picture to fill your head.

I've head about some balancing problems before but like with the bridge-layer discussion there aren't a lot of default tables that have inclines (yet!)

I wouldn't mind at all on if you're on uneven ground and you have to turn the turret in your shooting phase that you pass a Stability Check and on a 1-3 you tip over and are taken out and on 4-6 you could then proceed to shoot. The tank just has so many special conditions already it almost needs a second card As a house rule I'll either use this or modify, maybe 1-2 tip and 3-6 you're A-Okay. I also need to neaten up the card some, MS Paint late at night left regrets with some sloppiness.

Hmmm. Well, first comment - brilliant! I like you idea. Now, with regards to uneven ground is hard to simulate. But as a suggestion. If on an incline (even the slightest one), you turn the turret to shoot at anything that is but at your 0000, then roll a D6. On a 1-2, your tank becomes fixed turret forward facing - just like an assualt gun.

It looked like a beast, and terrified the Germans, but it's slow rate of fire and unwieldy turret made it somewhat more on the looks than physical effect. But that's great, cheers for that. One of the all time favorites it is good to go as is.

_________________"Go, go, keep advancing! The one who manages to claim victory gets to take home the pasta!"

Tenente wrote:Hmmm. Well, first comment - brilliant! I like you idea. Now, with regards to uneven ground is hard to simulate. But as a suggestion. If on an incline (even the slightest one), you turn the turret to shoot at anything that is but at your 0000, then roll a D6. On a 1-2, your tank becomes fixed turret forward facing - just like an assualt gun.

It looked like a beast, and terrified the Germans, but it's slow rate of fire and unwieldy turret made it somewhat more on the looks than physical effect. But that's great, cheers for that. One of the all time favorites it is good to go as is.

Thank you!! And I so love the assault gun rule you came up with, much better than anything I was thinking of, especially with the low initiative of the KV2 allowing flank attacks to take advantage of this. Also thanks for the feedback for the other cards too, they really can be fun to make.

No worries. That is why two heads is better than one, and if more will come along someday, then even better. I have some draft ideas for other stuff as well, so as soon as something fitting appears here or there, and if they will fit the bill, I'll give my suggestions there as well.

P.S.

Like the GuP reference there - it fits the topic well!

_________________"Go, go, keep advancing! The one who manages to claim victory gets to take home the pasta!"